2.5.1 Enforcer

Civilization is the act of imposing order on the chaos of the wilderness. Enforcers act as the strong arm of order, the warriors who defend civilization. Of course, definitions of civilization vary. Enforcers stand atop the walls of forts, holding the line against mutant barbarians besieging the outpost. However, enforcers are also found amid the barbarians below – the mutant chieftain and his best warriors are enforcers, keeping order in the tribe. Enforcers are the thugs, the guards, the defenders, and the hunters of the Scorched Earth.

Hit Points: An enforcer gains +3 hp per class level. These are added to the character’s base hit points.

Luck Points: When an enforcer increases in level, he gains +2 Luck Points plus his base Luck modifier. A character can never lose Luck Points when gaining a level, even if his Luck modifier is a negative number.

Combat Ability: An enforcer has a good attack progression but a poor Defense progression.

Weapons and Armour: The character starts with the following weapon and armour proficiencies:

Weapon Familiarity: An enforcer gains basic training in all weapon types, and when using any non-proficient weapon he suffers only a -2 penalty on attack rolls. Most characters suffer a -4 penalty on attack rolls when using a weapon in which they are not proficient.

Haul: Since enforcers typically wear heavy armour and wield many weapons, they learn to carry more gear than the typical character. At 2nd level, an enforcer’s Strength is considered 4 points higher for the purpose of determining his carrying capacity.

Weapon Focus: At 3rd level, the enforcer chooses one type of weapon in which he is proficient (unarmed strike and natural weapons can also be chosen as weapons). The character gains a +1 bonus on all attack rolls when using the selected weapon.

Bonus Proficiency: At 4th and again at 8th level, an enforcer gets a bonus Weapon or Armour Proficiency. Select from the weapon and armour list provided in the Game Rules Information, above. The enforcer must meet all the prerequisites for the proficiency to select it.

Bonus Talent: At 5th level and again at 10th level, the character can select a bonus talent of his choice. He must meet all prerequisites for the talent. See the Talents & Proficiencies page for details.

Weapon Specialization: At 6th level, when the enforcer is fighting with his selected weapon (chosen as his Weapon Focus), he gains a +2 bonus on all damage rolls.

Juggernaut: By 7th level, the enforcer has become accustomed to wearing heavy armour. When wearing armour in which he is proficient, his max dodge bonus is increased by 1, his armour penalty is reduced by 1, and penalties to his movement speed are reduced by one ‘step’ .

Weapon Mastery: At 9th level, the character gains an additional +1 bonus on all attack and damage rolls made when using his selected weapon. These bonuses stack with the ones gained at previous levels.